fix(logic/service/fight): 修正状态效果判断逻辑中的类型转换问题

将 StatEffect_Exist 方法的参数类型从 int 改为 info.EnumPetStatus,
并在调用 GetEffect 时进行显式类型转换,以提高代码可读性和类型安全性。
同时清理了部分冗余的类型转换调用。
This commit is contained in:
2025-11-14 00:47:49 +08:00
parent 55ff5c6119
commit 3c067751f1
4 changed files with 167 additions and 9 deletions

View File

@@ -0,0 +1,42 @@
package effect
import (
"blazing/logic/service/fight/action"
"blazing/logic/service/fight/info"
"blazing/logic/service/fight/input"
"blazing/logic/service/fight/node"
)
/**
* 对手处于睡眠状态时致命一击率提升n/16
*/
func init() {
input.InitEffect(input.EffectType.Skill, 95, &Effect95{})
}
type Effect95 struct {
node.EffectNode
}
func (e *Effect95) Skill_Hit_Pre(a, b *action.SelectSkillAction) bool {
if !e.Hit() {
return true
}
//fmt.Println(e.Ctx().SkillEntity)
if e.Ctx().SkillEntity == nil {
return true
}
if e.Ctx().SkillEntity.Category() == info.Category.STATUS {
return true
}
if !e.Ctx().Opp.StatEffect_Exist(input.StatusSleep) {
return true
}
e.Ctx().SkillEntity.CritRate += e.Args()[0]
return true
}